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Journeyman is a simulation/RPG about starting with nothing and crafting EVERYTHING. The project's intent is to focus on the fun, addictive, and deep crafting systems in games like recent blockbuster The Elder Scrolls V: Skyrim and indie masterpiece Dwarf Fortress, crafting systems that in the former case were so addictive they made you want to ignore the rest of the game, or in the latter case that were so deep they comprised the entire game. The idea is to expand this into such a massive and deep crafting system that it can serve as the centerpiece of an entire game.

Journeyman is bright, whimsical, funny, and cute, at least in places, which might be considered quite a departure for a developer of my doom and gloom pedigree. I guess I say this as much to warn my fans (as few, far between, and silent as they may be) as in hopes of giving pause to some small fraction of my many detractors.

Although this is a fantasy RPG with sidequests, it's nothing like Final Fantasy.

The most important thing to understand is that Journeyman is not an RPG with optional logging, mining, gathering, farming, fishing, hunting, woodworking, smelting, threshing, weaving, cleaning, tanning, cooking, alchemy, smithing, and enchanting minigames. It's a logging, mining, gathering, farming, fishing, hunting, woodworking, smelting, thresing, weaving, cleaning, tanning, cooking, alchemy, smithing, and enchanting game with an optional combat minigame.

-NOTICE OF CREDIT-
98% of the maps used in this project were made by ShortStar and then donated to me for my use. Out of that 98% I'd say all of them have undergone slight changes by my hand--not all to the good, aesthetics wise, but many were functionally necessary to support the underlying mechanics and systems.

Latest Blog

Persistence

Well it's Tuesday, so time for another progress report.

This week's progress report is even less exciting than last week's.

I added Grayscale Armor (made from chitin (from Greatleaf Beetles), leather, and trollskin) which is a light armor that's about as protective as somewhere between iron chain and steel chain, and has Magic resistant properties (note that means the specific 'Magic' damage type, not all magical damage). I added the ability to make it from the requisite components, leveled up till I could hunt those components, found them, made it, fixed a bug where I couldn't equip it.

Since then I've been testing the Northstar mine. 1F is manageable with partial Grayscale, partial Studded Leather, Flare, Cauterize, Recurve Bow and a liberal helping of potions, elixirs, and poisons. B1 is still very, very tough on the lightly armored archer. Particularly the gremlin enemies (flighty, agile mages that go down in one hit, but are hard to hit and have many powerful spells) but I think they'd be tough on any build. I did some bugfixes on B1, since I set up some of the switches wrong for the monsters and ore veins. Makes sense that I screwed up; last time I worked on this game was last year, IIRC.

After Northstar B1, it's B2 and the Greater Demon there. Then it's Ilandria City. Then Gloaming Grotto. Then Addison Plantation. That's all the content I'm planning on including in the Normalgame. The final two dungeons/mines, Wintermute Cavern and Ancient Nadir, and the final "friendly" location (Frostpointe Tower, a wizard tower that is your starting location as Epic Gordon) will be reserved for the Epic Game. The next public release of the game will probably coincide with the completion of the Normalgame content, including various new quests and the endgame gameplay, which I didn't mention in the foregoing list.

Even though all the mapping is thankfully done for me (before the project even began), populating all of the content seems like a long, insurmountable road before me. Just got to try to do it one step at a time, even though I will still almost undeniably fail. Always I think a project I've conceived is manageable, reasonable, self-contained, "aiming low". Always it turns out to be a dauntingly, unrealistically epic endeavor.

I think what I really enjoy is starting games, not necessarily finishing them. It's a shame, completing a game is a great sense of accomplishment, but the process of getting there is hard work, plain and simple.

Making fun games really ought to be fun, since it's a non-paying hobby, an avocation, but all too often it's unrelenting drudgery.

I've also hit a snag with regards to controlling the regrowth of some harvestable plants due to poor planning early on. I've asked for help here and it looks like...received it.

Posts

Max McGee
with sorrow down past the fence
9159
Read through the stuff so far and checked all the screenshots, I like the idea a lot, I've had long-standing plans to do a crafting-based game, some of my own thoughts:

1. Crafting needs to be more than X of this + Y of that + Z of something = Product, players need to have the ability to tweak and decide things (maybe skill points to improve items, etc)

2. When crafting is the focus the other areas still need to be fun, but they also need to be fast and not forced, for example an on-map combat system using your alchemy components or things you crafted? Dungeon that require the items you can build to progress? An economy and ability to set up your own shop?

I'd be more than happy to jam regarding crafting game ideas, ever since Star Wars Galaxies (which is shutting down!) I have been the biggest fan of games where you get to craft things; really glad to see something like this being made!

I'd be happy to do some testing if you're looking for beta folk; I'm not usually too interested in playing games, but I've always felt this genre was seriously lacking and it's probably my favorite.

Thanks for the post that was not an outpouring of hated, Anaryu. You're a pretty popular guy so maybe some others will follow suit, neh? Diving in:

1) The game is already definitely both more in-depth and better thought-out than it initially appears. Check the pages I just put up for more info. The fun is in the interplay of systems, but the game also tracks four "Trade Skills" which improve with use and grant bonuses upon harvesting raw materials. Features are still being implemented all the time, but I have put kind of a lot of thought into this.

2) Economy is a work-in-progress. Click the "Magic" page for an idea of some of the ways that the crafting systems tie into the combat system. The idea is that you can craft potions, spells, and eventually even party-members to aid you in combat. The game doesn't have "dungeons" in the traditional sense, but five "mines" serve much the same purpose. Of course, it should also be possible to skip combat mostly or entirely, if you so choose, by focusing on other areas of the game.

I'd be happy to do some testing if you're looking for beta folk; I'm not usually too interested in playing games, but I've always felt this genre was seriously lacking and it's probably my favorite.

I will gladly take you up on this, depending on your availability in the next few days.

I think calling something "greatest game ever" might not be the best way to get fair and balanced feedback about it.

If anyone was unclear on this: this project's working title was meant as a joke. I mean I certainly intend for this game to be good, but everyone knows that the greatest game ever is Sonic and the Chaos Dragons.

I actually called it "The Greatest Game That Ever Was Or Will Be" rather than just "The Greatest Game Ever" because I thought that would be adequately hyperbolic to indicate that it was tongue in cheek. Perhaps not. Perhaps I ought have gone with "Codename: This Is The Greatest And Best Game In The World". : )

Oh well, perhaps when the game's real title is unveiled all of the vitriol will evaporate, though I doubt it.
author=a
I'd be more than happy to jam regarding crafting game ideas, ever since Star Wars Galaxies (which is shutting down!) I have been the biggest fan of games where you get to craft things; really glad to see something like this being made!


Word, brother. SWG was the last good true MMO, it was a game that helped people interact with each other in the greatest of ways. It was sadly turned into a WoW clone anyway, best that it gets put down.

I actually like this game's look so far. This is coming from someone who didn't like your previous games (i guess out of preference and style). I'm curious how the story would tie into all of this, if there even is one (I havent really read the comments...).
Max McGee
with sorrow down past the fence
9159
I actually like this game's look so far. This is coming from someone who didn't like your previous games (i guess out of preference and style).


Hmm, I thought you'd liked at least one of them. Must have been thinking of someone else.

I'm curious how the story would tie into all of this, if there even is one (I havent really read the comments...).


Check the "Who You Are, And What's Going On" and "Magic!" tabs for the first preliminary hints of that.
It just seems like there is always a sense of smug superiority to your games/posts, and I think that more than anything else is what gets things rolling as far as "attacks" go. Sometimes people don't get a joke when it is meant as such, especially in print.

Then again, this could just be my specific set of skewed perceptions, currently filtered through a wall of prescription pain killers.

I've tried certain games of yours out of curiosity in the past, and while I don't think some of them deserved as much flak as they caught, they usually weren't my flagon of Earl Grey, but there's no real point to dusting off the riding crop when the mount in question has already worked its way through the glue factory.

I've wanted to include crafting in a couple of my projects, but I usually get bogged down trying to make everything as realistic as possible, without really balancing said realism against that elusive property known as "fun."

All in all, I'm looking forward to giving this a try when it gets released. I would offer to beta, although I would have to caution you that I've really been raking everything I play over the coals lately, indie and commercial alike.
On the SWG topic, if you've never seen how crafting there works (and harvesting) it's a worthwhile thing to investigate since it was probably the best pure crafting system ever made in a game. (You could literally pour countless hours into just improving your materials by even a little bit.)

It sounds like you're trying to have this done pretty soon, I could certainly spare some time in the next day or two (evenings, and not too much on each since I'm mid-contest again) - I almost never really give my opinion since I'm very harsh and practical (that is actually my job) so take that to heart too. : )
Max McGee
with sorrow down past the fence
9159
It just seems like there is always a sense of smug superiority to your games/posts, and I think that more than anything else is what gets things rolling as far as "attacks" go. Sometimes people don't get a joke when it is meant as such, especially in print.

I'm not sure how long you've been around these parts, but I've been around a long time and as I'm painfully aware there are a lot of very old and complicated and fucked up reasons why I come under attack. I don't really care to discuss it either.

But I am at a loss as to what exactly about my posts or games conveys "smug superiority" especially when the most recent games in particular were meant to be kind of light-hearted and silly. All in all, "smug superiority" is generally the exact opposite of what I'm trying to broadcast in all of my personal dealings, online and otherwise.

That said, anyone who read the phrase "Codename: The Greatest Game That Ever Was Or Will Be" as anything other than a joke is being willfully dense. I don't know how much more ridiculous I need to be to indicate that something is not meant seriously.

***

I'm trying to have the first 30% done in the next week or so...the whole game is really big and will take a long time and I'm fine with that. I'm in no rush on the whole thing, but I do want a demo out a decent amount of time before year's end. I don't want to rush this game by any means, but the first 95% of the first 30% is already done (if that makes any sense) and thoroughly tested.

Both of you please stay tuned, I'm going to make the "testers wanted" announcement probably tuesdayish. I'm not sure I can bring both of you on board since you both mentioned you're pretty harsh and as I don't want the beta feedback to be biased towards "unduly harsh"/"raking things over the coals". Obviously it'll depend on the availability of anyone else within the timeframe.
author=DE
author=kumada
I used to be a language-purist, DE, and then I realized that today's English is yesterday's slang.
It's not slang, it's hyperbolic caveman-speak. Is there any particular reason, BTW, that you feel the urge to use the language of the hoi polloi or it's just that it tickles your fancy? I'm guessing you have higher education or plan to have, so for the sake of other educated people, have some standards.

As for the part about comparing stuff I have no idea what you're trying to say (apart from some absolutist gibberish I mean). Sure, you can compare anything to anything, but there should be a point to it and some worthwhile conclusions to draw.


Let me get this straight:

-it's not slang because it sounds stupid

-I sound like I'm trying to use fancy words, so I have an obligation to academia to avoid using certain other words

Am I reading you correctly?

This is pretty much how I talk, and I've had people call me on it before, but it's mostly habit. I went through that obnoxious phase as a writer where you try to upgrade every single word in your stories, and some of the vocabulary stuck around afterwards.

I was being pretty vague with the "you can compare anything to anything" because you sounded like you thought there was something objectively wrong with putting this game and Minecraft in the same sentence and I didn't want to step on any toes. I'm not trying to indicate that I think this will be large-scale or multiplayer or 3d or whatever. Hell, I wasn't saying anything more scandalous than "concept games based around crafting have worked before", so I was a bit surprised by the response.
author=Max McGee
I'm not sure I can bring both of you on board since you both mentioned you're pretty harsh and as I don't want the beta feedback to be biased towards "unduly harsh"/"raking things over the coals".


Understood. I'll bow out of this round then, since I kind of have a full helping on my plate right now with my Secret Santa review.
Solitayre
Circumstance penalty for being the bard.
18257
I actually think this sounds like an interesting premise for a game. I agree it currently has a pretty silly title though!

call it McGeecraft.
DE
*click to edit*
1313
Final McGee Fantasy.
Max McGee
with sorrow down past the fence
9159
Minor Progress Report/NumbersNumbersNumbers!

As of right now, C:TGGTEWOWB has 121 crafting recipes and 65 alchemy recipes, 162 items, 48 pieces of armor, and 20 weapons. These will most likely be the final numbers to be featured in the short game.
I have to say I 100% agree with DE's second post. But I could be wrong, I'll be expecting a download.
Max McGee
with sorrow down past the fence
9159
I have to say I 100% agree with DE's second post.

STILL?

Wow. I would think that would be literally impossible out of all of the auxiliary information I uploaded specifically to indicate this was not a spur-of-the-moment project, not a fan game, and not a game with no story.

But, then again, it's kind of the unwritten rule of having detractors that nothing you do for their benefit will be seen, noticed, or responded to by them. There's just no way to make a hater unhate. People get very, very attached to their first impression of something.

All I've ever wanted in this community is to change the mind of one person who didn't like one of my games by making the game better. Iron Gaia 2 was an epic and disastrous exercise in that. But I think that it might literally be impossible to sway someone's initial opinion of something.

But I could be wrong, I'll be expecting a download.

Well, I'd love to release one well before the end of 2011, but it's more important to me to iron out as many bugs as possible (the first round of alpha testing has just begun) first. So it will be done when it's done. I tend to really rush this phase of development, and I'm trying not to do that this time.

It's not my natural inclination, but I'm trying to pay just as much attention to the polishing as I did to the initial hewing and carving.
A little help on how to make my first money, please. I can't even buy a fishing pole.
Max McGee
with sorrow down past the fence
9159
Why do you have the game? What the fuck?
Max McGee
with sorrow down past the fence
9159
Calunio, to be perfectly clear, I have not released this game. You are not a tester. You should not have it!
DE
*click to edit*
1313
You put it up for download, dummy, I have it too :)
Max McGee
with sorrow down past the fence
9159
No, I didn't, I put it up for testers only.
DE
*click to edit*
1313
Then how was I able to download it?

It was there on the front page for some time.